pjs/gfx/layers/opengl/ThebesLayerOGL.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "mozilla/layers/PLayers.h"
#include "mozilla/layers/ShadowLayers.h"
#include "ThebesLayerBuffer.h"
#include "ThebesLayerOGL.h"
#include "gfxUtils.h"
#include "gfxTeeSurface.h"
namespace mozilla {
namespace layers {
using gl::GLContext;
using gl::TextureImage;
static const int ALLOW_REPEAT = ThebesLayerBuffer::ALLOW_REPEAT;
// BindAndDrawQuadWithTextureRect can work with either GL_REPEAT (preferred)
// or GL_CLAMP_TO_EDGE textures. If ALLOW_REPEAT is set in aFlags, we
// select based on whether REPEAT is valid for non-power-of-two textures --
// if we have NPOT support we use it, otherwise we stick with CLAMP_TO_EDGE and
// decompose.
// If ALLOW_REPEAT is not set, we always use GL_CLAMP_TO_EDGE.
static already_AddRefed<TextureImage>
CreateClampOrRepeatTextureImage(GLContext *aGl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
PRUint32 aFlags)
{
GLenum wrapMode = LOCAL_GL_CLAMP_TO_EDGE;
if ((aFlags & ALLOW_REPEAT) &&
(aGl->IsExtensionSupported(GLContext::ARB_texture_non_power_of_two) ||
aGl->IsExtensionSupported(GLContext::OES_texture_npot)))
{
wrapMode = LOCAL_GL_REPEAT;
}
return aGl->CreateTextureImage(aSize, aContentType, wrapMode);
}
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program. The program already has a necessary
// offset and scale, so the geometry that needs to be drawn is a unit
// square from 0,0 to 1,1.
//
// |aTexSize| is the actual size of the texture, as it can be larger
// than the rectangle given by |aTexCoordRect|.
static void
BindAndDrawQuadWithTextureRect(GLContext* aGl,
LayerProgram *aProg,
const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
GLenum aWrapMode)
{
GLuint vertAttribIndex =
aProg->AttribLocation(LayerProgram::VertexAttrib);
GLuint texCoordAttribIndex =
aProg->AttribLocation(LayerProgram::TexCoordAttrib);
NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
// clear any bound VBO so that glVertexAttribPointer() goes back to
// "pointer mode"
aGl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// Given what we know about these textures and coordinates, we can
// compute fmod(t, 1.0f) to get the same texture coordinate out. If
// the texCoordRect dimension is < 0 or > width/height, then we have
// wraparound that we need to deal with by drawing multiple quads,
// because we can't rely on full non-power-of-two texture support
// (which is required for the REPEAT wrap mode).
GLContext::RectTriangles rects;
if (aWrapMode == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
0.0f, 0.0f, 1.0f, 1.0f,
/* tex coords */
aTexCoordRect.x / GLfloat(aTexSize.width),
aTexCoordRect.y / GLfloat(aTexSize.height),
aTexCoordRect.XMost() / GLfloat(aTexSize.width),
aTexCoordRect.YMost() / GLfloat(aTexSize.height));
} else {
GLContext::DecomposeIntoNoRepeatTriangles(aTexCoordRect, aTexSize, rects);
}
// vertex position buffer is 2 floats, not normalized, 0 stride.
aGl->fVertexAttribPointer(vertAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
rects.vertexPointer());
// texture coord buffer is 2 floats, not normalized, 0 stride.
aGl->fVertexAttribPointer(texCoordAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
rects.texCoordPointer());
{
aGl->fEnableVertexAttribArray(texCoordAttribIndex);
{
aGl->fEnableVertexAttribArray(vertAttribIndex);
aGl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
aGl->fDisableVertexAttribArray(vertAttribIndex);
}
aGl->fDisableVertexAttribArray(texCoordAttribIndex);
}
}
static void
SetAntialiasingFlags(Layer* aLayer, gfxContext* aTarget)
{
nsRefPtr<gfxASurface> surface = aTarget->CurrentSurface();
if (surface->GetContentType() != gfxASurface::CONTENT_COLOR_ALPHA) {
// Destination doesn't have alpha channel; no need to set any special flags
return;
}
surface->SetSubpixelAntialiasingEnabled(
!(aLayer->GetContentFlags() & Layer::CONTENT_COMPONENT_ALPHA));
}
class ThebesLayerBufferOGL
{
NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
public:
typedef TextureImage::ContentType ContentType;
typedef ThebesLayerBuffer::PaintState PaintState;
ThebesLayerBufferOGL(ThebesLayer* aLayer, LayerOGL* aOGLLayer)
: mLayer(aLayer)
, mOGLLayer(aOGLLayer)
{}
virtual ~ThebesLayerBufferOGL() {}
enum { PAINT_WILL_RESAMPLE = ThebesLayerBuffer::PAINT_WILL_RESAMPLE };
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags) = 0;
void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager,
PRUint32 aFlags);
nsIntSize GetSize() {
if (mTexImage)
return mTexImage->GetSize();
return nsIntSize(0, 0);
}
protected:
virtual nsIntPoint GetOriginOffset() = 0;
GLContext* gl() const { return mOGLLayer->gl(); }
ThebesLayer* mLayer;
LayerOGL* mOGLLayer;
nsRefPtr<TextureImage> mTexImage;
nsRefPtr<TextureImage> mTexImageOnWhite;
};
void
ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
LayerManagerOGL* aManager,
PRUint32 aFlags)
{
if (!mTexImage)
return;
if (mTexImage->InUpdate()) {
mTexImage->EndUpdate();
}
if (mTexImageOnWhite && mTexImageOnWhite->InUpdate()) {
mTexImageOnWhite->EndUpdate();
}
// Bind textures.
TextureImage::ScopedBindTexture texBind(mTexImage, LOCAL_GL_TEXTURE0);
TextureImage::ScopedBindTexture texOnWhiteBind(mTexImageOnWhite, LOCAL_GL_TEXTURE1);
PRInt32 passes = mTexImageOnWhite ? 2 : 1;
for (PRInt32 pass = 1; pass <= passes; ++pass) {
LayerProgram *program;
if (passes == 2) {
ComponentAlphaTextureLayerProgram *alphaProgram;
NS_ASSERTION(!mTexImage->IsRGB() && !mTexImageOnWhite->IsRGB(),
"Only BGR image surported with component alpha (currently!)");
if (pass == 1) {
alphaProgram = aManager->GetComponentAlphaPass1LayerProgram();
gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
LOCAL_GL_ONE, LOCAL_GL_ONE);
} else {
alphaProgram = aManager->GetComponentAlphaPass2LayerProgram();
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
alphaProgram->Activate();
alphaProgram->SetBlackTextureUnit(0);
alphaProgram->SetWhiteTextureUnit(1);
program = alphaProgram;
} else {
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ColorTextureLayerProgram *basicProgram =
aManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType());
basicProgram->Activate();
basicProgram->SetTextureUnit(0);
program = basicProgram;
}
program->SetLayerOpacity(mLayer->GetEffectiveOpacity());
program->SetLayerTransform(mLayer->GetEffectiveTransform());
program->SetRenderOffset(aOffset);
const nsIntRegion& visibleRegion = mLayer->GetEffectiveVisibleRegion();
nsIntRegion tmpRegion;
const nsIntRegion* renderRegion;
if (aFlags & PAINT_WILL_RESAMPLE) {
// If we're resampling, then the texture image will contain exactly the
// entire visible region's bounds, and we should draw it all in one quad
// to avoid unexpected aliasing.
tmpRegion = visibleRegion.GetBounds();
renderRegion = &tmpRegion;
} else {
renderRegion = &visibleRegion;
}
nsIntRegionRectIterator iter(*renderRegion);
while (const nsIntRect *iterRect = iter.Next()) {
nsIntRect quadRect = *iterRect;
program->SetLayerQuadRect(quadRect);
quadRect.MoveBy(-GetOriginOffset());
BindAndDrawQuadWithTextureRect(gl(), program, quadRect,
mTexImage->GetSize(),
mTexImage->GetWrapMode());
}
}
if (mTexImageOnWhite) {
// Restore defaults
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
}
// This implementation is the fast-path for when our TextureImage is
// permanently backed with a server-side ASurface. We can simply
// reuse the ThebesLayerBuffer logic in its entirety and profit.
class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
{
public:
typedef ThebesLayerBufferOGL::ContentType ContentType;
typedef ThebesLayerBufferOGL::PaintState PaintState;
SurfaceBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, ThebesLayerBuffer(SizedToVisibleBounds)
{
}
virtual ~SurfaceBufferOGL() {}
// ThebesLayerBufferOGL interface
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags)
{
// Let ThebesLayerBuffer do all the hard work for us! :D
return ThebesLayerBuffer::BeginPaint(mLayer,
aContentType,
aFlags);
}
// ThebesLayerBuffer interface
virtual already_AddRefed<gfxASurface>
CreateBuffer(ContentType aType, const nsIntSize& aSize, PRUint32 aFlags)
{
NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
mTexImage = CreateClampOrRepeatTextureImage(gl(), aSize, aType, aFlags);
return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
}
protected:
virtual nsIntPoint GetOriginOffset() {
return BufferRect().TopLeft() - BufferRotation();
}
};
// This implementation is (currently) the slow-path for when we can't
// implement pixel retaining using thebes. This implementation and
// the above could be unified by abstracting buffer-copy operations
// and implementing them here using GL hacketry.
class BasicBufferOGL : public ThebesLayerBufferOGL
{
public:
BasicBufferOGL(ThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
, mBufferRect(0,0,0,0)
, mBufferRotation(0,0)
{}
virtual ~BasicBufferOGL() {}
virtual PaintState BeginPaint(ContentType aContentType,
PRUint32 aFlags);
protected:
enum XSide {
LEFT, RIGHT
};
enum YSide {
TOP, BOTTOM
};
nsIntRect GetQuadrantRectangle(XSide aXSide, YSide aYSide);
virtual nsIntPoint GetOriginOffset() {
return mBufferRect.TopLeft() - mBufferRotation;
}
private:
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
static void
WrapRotationAxis(PRInt32* aRotationPoint, PRInt32 aSize)
{
if (*aRotationPoint < 0) {
*aRotationPoint += aSize;
} else if (*aRotationPoint >= aSize) {
*aRotationPoint -= aSize;
}
}
nsIntRect
BasicBufferOGL::GetQuadrantRectangle(XSide aXSide, YSide aYSide)
{
// quadrantTranslation is the amount we translate the top-left
// of the quadrant by to get coordinates relative to the layer
nsIntPoint quadrantTranslation = -mBufferRotation;
quadrantTranslation.x += aXSide == LEFT ? mBufferRect.width : 0;
quadrantTranslation.y += aYSide == TOP ? mBufferRect.height : 0;
return mBufferRect + quadrantTranslation;
}
static void
FillSurface(gfxASurface* aSurface, const nsIntRegion& aRegion,
const nsIntPoint& aOffset, const gfxRGBA& aColor)
{
nsRefPtr<gfxContext> ctx = new gfxContext(aSurface);
ctx->Translate(-gfxPoint(aOffset.x, aOffset.y));
gfxUtils::ClipToRegion(ctx, aRegion);
ctx->SetColor(aColor);
ctx->Paint();
}
BasicBufferOGL::PaintState
BasicBufferOGL::BeginPaint(ContentType aContentType,
PRUint32 aFlags)
{
PaintState result;
// We need to disable rotation if we're going to be resampled when
// drawing, because we might sample across the rotation boundary.
PRBool canHaveRotation = !(aFlags & PAINT_WILL_RESAMPLE);
nsIntRegion validRegion = mLayer->GetValidRegion();
Layer::SurfaceMode mode;
ContentType contentType;
nsIntRegion neededRegion;
PRBool canReuseBuffer;
nsIntRect destBufferRect;
while (PR_TRUE) {
mode = mLayer->GetSurfaceMode();
contentType = aContentType;
neededRegion = mLayer->GetVisibleRegion();
// If we're going to resample, we need a buffer that's in clamp mode.
canReuseBuffer = neededRegion.GetBounds().Size() <= mBufferRect.Size() &&
mTexImage &&
(!(aFlags & PAINT_WILL_RESAMPLE) ||
mTexImage->GetWrapMode() == LOCAL_GL_CLAMP_TO_EDGE);
if (canReuseBuffer) {
if (mBufferRect.Contains(neededRegion.GetBounds())) {
// We don't need to adjust mBufferRect.
destBufferRect = mBufferRect;
} else {
// The buffer's big enough but doesn't contain everything that's
// going to be visible. We'll move it.
destBufferRect = nsIntRect(neededRegion.GetBounds().TopLeft(), mBufferRect.Size());
}
} else {
destBufferRect = neededRegion.GetBounds();
}
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
#else
if (!mLayer->GetParent() || !mLayer->GetParent()->SupportsComponentAlphaChildren()) {
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
} else {
contentType = gfxASurface::CONTENT_COLOR;
}
#endif
}
if ((aFlags & PAINT_WILL_RESAMPLE) &&
(!neededRegion.GetBounds().IsEqualInterior(destBufferRect) ||
neededRegion.GetNumRects() > 1)) {
// The area we add to neededRegion might not be painted opaquely
if (mode == Layer::SURFACE_OPAQUE) {
contentType = gfxASurface::CONTENT_COLOR_ALPHA;
mode = Layer::SURFACE_SINGLE_CHANNEL_ALPHA;
}
// For component alpha layers, we leave contentType as CONTENT_COLOR.
// We need to validate the entire buffer, to make sure that only valid
// pixels are sampled
neededRegion = destBufferRect;
}
if (mTexImage &&
(mTexImage->GetContentType() != contentType ||
(mode == Layer::SURFACE_COMPONENT_ALPHA) != (mTexImageOnWhite != nsnull))) {
// We're effectively clearing the valid region, so we need to draw
// the entire needed region now.
result.mRegionToInvalidate = mLayer->GetValidRegion();
validRegion.SetEmpty();
mTexImage = nsnull;
mTexImageOnWhite = nsnull;
mBufferRect.SetRect(0, 0, 0, 0);
mBufferRotation.MoveTo(0, 0);
// Restart decision process with the cleared buffer. We can only go
// around the loop one more iteration, since mTexImage is null now.
continue;
}
break;
}
result.mRegionToDraw.Sub(neededRegion, validRegion);
if (result.mRegionToDraw.IsEmpty())
return result;
if (destBufferRect.width > gl()->GetMaxTextureSize() ||
destBufferRect.height > gl()->GetMaxTextureSize()) {
return result;
}
nsIntRect drawBounds = result.mRegionToDraw.GetBounds();
nsRefPtr<TextureImage> destBuffer;
nsRefPtr<TextureImage> destBufferOnWhite;
PRUint32 bufferFlags = canHaveRotation ? ALLOW_REPEAT : 0;
if (canReuseBuffer) {
nsIntRect keepArea;
if (keepArea.IntersectRect(destBufferRect, mBufferRect)) {
// Set mBufferRotation so that the pixels currently in mBuffer
// will still be rendered in the right place when mBufferRect
// changes to destBufferRect.
nsIntPoint newRotation = mBufferRotation +
(destBufferRect.TopLeft() - mBufferRect.TopLeft());
WrapRotationAxis(&newRotation.x, mBufferRect.width);
WrapRotationAxis(&newRotation.y, mBufferRect.height);
NS_ASSERTION(nsIntRect(nsIntPoint(0,0), mBufferRect.Size()).Contains(newRotation),
"newRotation out of bounds");
PRInt32 xBoundary = destBufferRect.XMost() - newRotation.x;
PRInt32 yBoundary = destBufferRect.YMost() - newRotation.y;
if ((drawBounds.x < xBoundary && xBoundary < drawBounds.XMost()) ||
(drawBounds.y < yBoundary && yBoundary < drawBounds.YMost()) ||
(newRotation != nsIntPoint(0,0) && !canHaveRotation)) {
// The stuff we need to redraw will wrap around an edge of the
// buffer, so we will need to do a self-copy
// If mBufferRotation == nsIntPoint(0,0) we could do a real
// self-copy but we're not going to do that in GL yet.
// We can't do a real self-copy because the buffer is rotated.
// So allocate a new buffer for the destination.
destBufferRect = neededRegion.GetBounds();
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
} else {
mBufferRect = destBufferRect;
mBufferRotation = newRotation;
}
} else {
// No pixels are going to be kept. The whole visible region
// will be redrawn, so we don't need to copy anything, so we don't
// set destBuffer.
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
} else {
// The buffer's not big enough, so allocate a new one
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBuffer)
return result;
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (!destBufferOnWhite)
return result;
}
}
NS_ASSERTION(!(aFlags & PAINT_WILL_RESAMPLE) || destBufferRect == neededRegion.GetBounds(),
"If we're resampling, we need to validate the entire buffer");
if (!destBuffer && !mTexImage) {
return result;
}
if (destBuffer) {
if (mTexImage && (mode != Layer::SURFACE_COMPONENT_ALPHA || mTexImageOnWhite)) {
// BlitTextureImage depends on the FBO texture target being
// TEXTURE_2D. This isn't the case on some older X1600-era Radeons.
if (mOGLLayer->OGLManager()->FBOTextureTarget() == LOCAL_GL_TEXTURE_2D) {
nsIntRect overlap;
overlap.IntersectRect(mBufferRect, destBufferRect);
nsIntRect srcRect(overlap), dstRect(overlap);
srcRect.MoveBy(- mBufferRect.TopLeft() + mBufferRotation);
dstRect.MoveBy(- destBufferRect.TopLeft());
destBuffer->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImage, srcRect,
destBuffer, dstRect);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite->Resize(destBufferRect.Size());
gl()->BlitTextureImage(mTexImageOnWhite, srcRect,
destBufferOnWhite, dstRect);
}
} else {
// can't blit, just draw everything
destBuffer = CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
destBufferOnWhite =
CreateClampOrRepeatTextureImage(gl(), destBufferRect.Size(), contentType, bufferFlags);
}
}
}
mTexImage = destBuffer.forget();
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
mTexImageOnWhite = destBufferOnWhite.forget();
}
mBufferRect = destBufferRect;
mBufferRotation = nsIntPoint(0,0);
}
NS_ASSERTION(canHaveRotation || mBufferRotation == nsIntPoint(0,0),
"Rotation disabled, but we have nonzero rotation?");
nsIntRegion invalidate;
invalidate.Sub(mLayer->GetValidRegion(), destBufferRect);
result.mRegionToInvalidate.Or(result.mRegionToInvalidate, invalidate);
// Figure out which quadrant to draw in
PRInt32 xBoundary = mBufferRect.XMost() - mBufferRotation.x;
PRInt32 yBoundary = mBufferRect.YMost() - mBufferRotation.y;
XSide sideX = drawBounds.XMost() <= xBoundary ? RIGHT : LEFT;
YSide sideY = drawBounds.YMost() <= yBoundary ? BOTTOM : TOP;
nsIntRect quadrantRect = GetQuadrantRectangle(sideX, sideY);
NS_ASSERTION(quadrantRect.Contains(drawBounds), "Messed up quadrants");
nsIntPoint offset = -nsIntPoint(quadrantRect.x, quadrantRect.y);
// Make the region to draw relative to the buffer, before
// passing to BeginUpdate.
result.mRegionToDraw.MoveBy(offset);
// BeginUpdate is allowed to modify the given region,
// if it wants more to be repainted than we request.
if (mode == Layer::SURFACE_COMPONENT_ALPHA) {
nsIntRegion drawRegionCopy = result.mRegionToDraw;
gfxASurface *onBlack = mTexImage->BeginUpdate(drawRegionCopy);
gfxASurface *onWhite = mTexImageOnWhite->BeginUpdate(result.mRegionToDraw);
NS_ASSERTION(result.mRegionToDraw == drawRegionCopy,
"BeginUpdate should always modify the draw region in the same way!");
FillSurface(onBlack, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(0.0, 0.0, 0.0, 1.0));
FillSurface(onWhite, result.mRegionToDraw, nsIntPoint(0,0), gfxRGBA(1.0, 1.0, 1.0, 1.0));
gfxASurface* surfaces[2] = { onBlack, onWhite };
nsRefPtr<gfxTeeSurface> surf = new gfxTeeSurface(surfaces, NS_ARRAY_LENGTH(surfaces));
// XXX If the device offset is set on the individual surfaces instead of on
// the tee surface, we render in the wrong place. Why?
gfxPoint deviceOffset = onBlack->GetDeviceOffset();
onBlack->SetDeviceOffset(gfxPoint(0, 0));
onWhite->SetDeviceOffset(gfxPoint(0, 0));
surf->SetDeviceOffset(deviceOffset);
// Using this surface as a source will likely go horribly wrong, since
// only the onBlack surface will really be used, so alpha information will
// be incorrect.
surf->SetAllowUseAsSource(PR_FALSE);
result.mContext = new gfxContext(surf);
} else {
result.mContext = new gfxContext(mTexImage->BeginUpdate(result.mRegionToDraw));
if (mTexImage->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA) {
gfxUtils::ClipToRegion(result.mContext, result.mRegionToDraw);
result.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
result.mContext->Paint();
result.mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
}
if (!result.mContext) {
NS_WARNING("unable to get context for update");
return result;
}
result.mContext->Translate(-gfxPoint(quadrantRect.x, quadrantRect.y));
// Move rgnToPaint back into position so that the thebes callback
// gets the right coordintes.
result.mRegionToDraw.MoveBy(-offset);
return result;
}
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
: ThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
, mBuffer(nsnull)
{
mImplData = static_cast<LayerOGL*>(this);
}
ThebesLayerOGL::~ThebesLayerOGL()
{
Destroy();
}
void
ThebesLayerOGL::Destroy()
{
if (!mDestroyed) {
mBuffer = nsnull;
mDestroyed = PR_TRUE;
}
}
PRBool
ThebesLayerOGL::CreateSurface()
{
NS_ASSERTION(!mBuffer, "buffer already created?");
if (mVisibleRegion.IsEmpty()) {
return PR_FALSE;
}
if (gl()->TextureImageSupportsGetBackingSurface()) {
// use the ThebesLayerBuffer fast-path
mBuffer = new SurfaceBufferOGL(this);
} else {
mBuffer = new BasicBufferOGL(this);
}
return PR_TRUE;
}
void
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion))
return;
ThebesLayer::SetVisibleRegion(aRegion);
}
void
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
if (!mBuffer && !CreateSurface()) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
TextureImage::ContentType contentType =
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
gfxMatrix transform2d;
PRUint32 flags = 0;
if (GetEffectiveTransform().Is2D(&transform2d)) {
if (transform2d.HasNonIntegerTranslation()) {
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
}
} else {
flags |= ThebesLayerBufferOGL::PAINT_WILL_RESAMPLE;
}
Buffer::PaintState state = mBuffer->BeginPaint(contentType, flags);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (state.mContext) {
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
LayerManager::DrawThebesLayerCallback callback =
mOGLManager->GetThebesLayerCallback();
if (!callback) {
NS_ERROR("GL should never need to update ThebesLayers in an empty transaction");
} else {
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
SetAntialiasingFlags(this, state.mContext);
callback(this, state.mContext, state.mRegionToDraw,
state.mRegionToInvalidate, callbackData);
// Everything that's visible has been validated. Do this instead of just
// OR-ing with aRegionToDraw, since that can lead to a very complex region
// here (OR doesn't automatically simplify to the simplest possible
// representation of a region.)
nsIntRegion tmp;
tmp.Or(mVisibleRegion, state.mRegionToDraw);
mValidRegion.Or(mValidRegion, tmp);
}
}
// Drawing thebes layers can change the current context, reset it.
gl()->MakeCurrent();
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
mBuffer->RenderTo(aOffset, mOGLManager, flags);
}
Layer*
ThebesLayerOGL::GetLayer()
{
return this;
}
PRBool
ThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
class ShadowBufferOGL : public ThebesLayerBufferOGL
{
public:
ShadowBufferOGL(ShadowThebesLayerOGL* aLayer)
: ThebesLayerBufferOGL(aLayer, aLayer)
{}
virtual PaintState BeginPaint(ContentType aContentType, PRUint32) {
NS_RUNTIMEABORT("can't BeginPaint for a shadow layer");
return PaintState();
}
void Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
const nsIntRect& aRect, const nsIntPoint& aRotation);
protected:
virtual nsIntPoint GetOriginOffset() {
return mBufferRect.TopLeft() - mBufferRotation;
}
private:
nsIntRect mBufferRect;
nsIntPoint mBufferRotation;
};
void
ShadowBufferOGL::Upload(gfxASurface* aUpdate, const nsIntRegion& aUpdated,
const nsIntRect& aRect, const nsIntPoint& aRotation)
{
gfxIntSize size = aUpdate->GetSize();
if (GetSize() != nsIntSize(size.width, size.height)) {
// XXX we should do something here to decide whether to use REPEAT or not,
// but I'm not sure what
mTexImage = CreateClampOrRepeatTextureImage(gl(),
nsIntSize(size.width, size.height), aUpdate->GetContentType(), ALLOW_REPEAT);
}
nsIntRegion destRegion(aUpdated);
// aUpdated is in screen coordinates. Move it so that the layer's
// top-left is 0,0
nsIntPoint visTopLeft = mLayer->GetVisibleRegion().GetBounds().TopLeft();
destRegion.MoveBy(-visTopLeft);
// NB: this gfxContext must not escape EndUpdate() below
mTexImage->DirectUpdate(aUpdate, destRegion);
mBufferRect = aRect;
mBufferRotation = aRotation;
}
ShadowThebesLayerOGL::ShadowThebesLayerOGL(LayerManagerOGL *aManager)
: ShadowThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
{
mImplData = static_cast<LayerOGL*>(this);
}
ShadowThebesLayerOGL::~ShadowThebesLayerOGL()
{}
void
ShadowThebesLayerOGL::SetFrontBuffer(const OptionalThebesBuffer& aNewFront,
const nsIntRegion& aValidRegion)
{
if (mDestroyed) {
return;
}
if (!mBuffer) {
mBuffer = new ShadowBufferOGL(this);
}
NS_ASSERTION(OptionalThebesBuffer::Tnull_t == aNewFront.type(),
"Only one system-memory buffer expected");
}
void
ShadowThebesLayerOGL::Swap(const ThebesBuffer& aNewFront,
const nsIntRegion& aUpdatedRegion,
ThebesBuffer* aNewBack,
nsIntRegion* aNewBackValidRegion,
OptionalThebesBuffer* aReadOnlyFront,
nsIntRegion* aFrontUpdatedRegion)
{
if (!mDestroyed && mBuffer) {
nsRefPtr<gfxASurface> surf = ShadowLayerForwarder::OpenDescriptor(aNewFront.buffer());
mBuffer->Upload(surf, aUpdatedRegion, aNewFront.rect(), aNewFront.rotation());
}
*aNewBack = aNewFront;
*aNewBackValidRegion = mValidRegion;
*aReadOnlyFront = null_t();
aFrontUpdatedRegion->SetEmpty();
}
void
ShadowThebesLayerOGL::DestroyFrontBuffer()
{
mBuffer = nsnull;
}
void
ShadowThebesLayerOGL::Disconnect()
{
Destroy();
}
void
ShadowThebesLayerOGL::Destroy()
{
if (!mDestroyed) {
mDestroyed = PR_TRUE;
mBuffer = nsnull;
}
}
Layer*
ShadowThebesLayerOGL::GetLayer()
{
return this;
}
PRBool
ShadowThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
void
ShadowThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
if (!mBuffer) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
mBuffer->RenderTo(aOffset, mOGLManager, 0);
}
} /* layers */
} /* mozilla */